Semi-Slav Defence
Hold d5 with two pawns, ...c6 and ...e6, so nothing White does in the centre ever quite works. Then the wall turns into a wave: you take on c4, chase the bishop with ...b5, and open your own bishop on b7 while White is still wondering what happened.
Spar this openingYour setup
- Knightf6
- Knightd7
- Bishopb7 / f5
- Bishopd6 / e7 / b4
- Queenc7 / b6
- Pawnsc6 e6
- CastleO-O
dxc4 before b5. Take on c4 first, then play ...b5. The other way round the c4-pawn is still on the board: cxb5 cxb5 and Bxb5+ picks up your pawn with check.
Ideas
...c6 and ...e6 both guard d5. White cannot win the centre by force.
The Queen's Gambit is an attack on d5. You answer by defending it twice with pawns, so that cxd5 always has a recapture and e4 never comes for free. The cost is a shut-in bishop on c8, and the rest of the opening is about letting it out.
Wait for Bd3, then ...dxc4. The bishop moves again and you gain time.
If you take before the bishop has moved, Bxc4 develops it in one move. If you wait until it stands on d3, it has to capture on c4 and then run from ...b5, three moves for one piece. Patience here is worth a whole tempo.
After Bxc4, ...b5 hits the bishop and claims the queenside.
This is the Meran signature. The pawn gains space, kicks the bishop for a second time, and prepares ...Bb7 and ...a6. Your whole queenside starts moving while White's bishop is still looking for a home.
Once ...a6 guards b5, ...c5 opens the position for your bishops.
The c6-pawn has done its job holding d5. Moving it to c5 hits d4, opens the b7-bishop's diagonal, and gives your queen the c-file. But it also stops defending b5, so play ...a6 first: without it, Bxb5 just takes the pawn.
5.Bg5 dxc4, then ...b5 to keep it. Expect a wild game.
With the bishop on g5 rather than e3, White cannot recapture on c4 quickly, so you take and hold with ...b5. White will throw e4 and e5 at you and the position gets sharp fast. If that is not your idea of fun, 5...h6 asks the bishop to decide first and is far calmer.
...cxd5, then ...Nf6, ...Nc6 and ...Bf5 before ...e6.
When White trades on d5 early, your c-pawn recaptures and the position becomes symmetrical. The one thing to get right is the light bishop: with the c-pawn gone it can come to f5 straight away, so do that before you play ...e6 and shut it in.
Castle, put the queen on c7, and race your queenside against White's centre.
Your trumps are the b7-bishop and the queenside pawns; White's is the centre. Get castled, keep the c-file for your queen and rook, and push ...c5 or ...c4 when your pieces are ready. Do not open the centre yourself while your king is still on e8.
The structure
Traps
The tell: You want the Meran's ...b5 and the c4-pawn is still on the board.
With c4 still there, cxb5 cxb5 opens the f1–b5 diagonal and the bishop takes on b5 with check. The order is fixed: take on c4 first, and only then ...b5 hits a bishop instead of losing a pawn.
The tell: Your pieces are ready for the ...c5 break and the a-pawn is still on a7.
The c6-pawn was the only thing guarding b5. The moment it moves, Bxb5 takes a free pawn. One quiet move, ...a6, makes the break safe.
The tell: White has recaptured on c4 and reaches for the king instead of the bishop.
...b5 attacks the bishop and it must move. Players under 1200 often castle on autopilot here. Take it: a full bishop for nothing.
Model games
The whole plan: the wall on c6 and e6, ...dxc4 once the bishop commits, ...b5 and ...Bb7, ...a6 to guard, then ...c5 to free everything. When White pushes d5, ...c4 and ...Qc7 keep the queenside rolling.
When White trades on d5 you mirror the setup and get the light bishop to f5 before ...e6. Trade it when White offers; then ...Bd6 challenges the other bishop and the position is level.
Against 5.Bg5 you take on c4 and keep it with ...b5. White breaks with e5 and sacrifices a knight on g5 to keep the pin; Black gets three pawns for the piece and a wild game. Know that it exists, and choose 5...h6 if you would rather not.
How the coach grades a move
Every move you play gets one of six grades, from the engine’s view of the position, with the book’s verdict taking over when it is harsher. The sentence beside it is always the reason. Tap it for what the move did, why this opening wants it, and whether anything was better.
- Best
- Nothing better was available.
- Good
- Within a few percent of best. Noise at this depth.
- Playable
- A small real gap. The better move is named, play goes on.
- Inaccuracy
- Seven to twelve points of winning chances. The game stops to show you.
- Mistake
- Twelve or more, or a move the book warns against, or a broken order rule.
- Blunder
- Twenty-five or more. Usually material.
Catalogued as D43–D49 in the Encyclopaedia of Chess Openings, the reference index most databases sort by.